Method for controlling a game play

ABSTRACT

A computer implemented method for controlling a game play. The method includes rendering a game view on a display of a computing device, the game view including a first area and a second area; displaying one or more first objects in the first area, the one or more first objects configured to execute one or more actions in the first area, the one or more actions being executed at a first execution speed; detecting a selection of a second object in the second area of the display; and changing an execution speed of the one or more actions being executed by the one or more first objects in the first area to a second execution speed while it is detected that the second object is selected.

TECHNICAL FIELD

The present disclosure relates generally to a gaming environment, andmore specifically, to a method for controlling game play in a graphicaluser interface of a gaming environment. Moreover, the present disclosurerelates to a computing device for controlling a game play in a graphicaluser interface of a gaming environment. Furthermore, the presentdisclosure also relates to software products stored on non-transitory(non-transient) machine-readable data storage media, wherein thesoftware products are executable upon computing hardware of a computingdevice to implement the aforesaid methods.

BACKGROUND

In recent years, the use of electronic devices, such as smartphones,tablets, etc., for the purpose of entertainment has gained popularity.One of the implementations of the electronic devices for entertainmentis their use as gaming systems for mobile gaming. An important aspect ofany gaming system implemented on an electronic device is an ease withwhich a user can interact with a user interface of a game to controlvarious operations of the game. Most of these electronic devicesincorporate touch-sensitive display screens, and the gaming applicationscan be controlled through such touch sensitive operations on suchdisplays.

Typically, strategy games have an object (like a character) which iscontrolled by the user to complete the objectives or missions of thegame such as collecting rewards and recognitions, building variousstructures and so forth. Such games have increasingly become moreintricate and demanding in terms of attention and strategy making, withreal-time games demanding greater focus of a player on the game.Additionally, it is observed that sometimes conventional war-basedstrategy games become much intense and a lot of action is displayed onthe screen at the same time, which may become challenging for the playerto follow. This may often lead to untimely and improper decision making,leading to inappropriate strategies and ultimately resulting in loss ornon-realization of objectives which may be frustrating to player.

Furthermore, another problem associated with current strategy games isthat it requires the user to act in real time while the game is in playand does not let the user to contemplate upon the future course ofactions before the game begins. This requires spontaneous decisionmaking on part of the user under the given time frame, often leading toinaccurate decision making and inefficient strategies to tackle theobjective. Furthermore, current strategy games do not allow the users toengage into the game activities/objectives prior to the commencement ofthe game i.e. before a start button or the like is pressed. Thus,pre-emptive strategy making is a concept that is currently notentertained by existing gaming systems.

Therefore, in light of the foregoing discussion, there exists a need toovercome the aforementioned drawbacks of the current games and providean efficient method of controlling game play.

SUMMARY

The present disclosure seeks to provide a computer implemented methodfor controlling a game play. The present disclosure also seeks toprovide a computing device for controlling a game play. Specifically,the present disclosure provides a method that facilitates userinteractions by providing an improved user experience, by sensing andobtaining user inputs through touching or swiping operations performedon a graphical user interface. The present disclosure seeks to provide asolution to the existing problems associated with conventional methodsof game play that are often unsatisfying to the user. An aim of thepresent disclosure is to provide a solution that overcomes at leastpartially the problems encountered in prior art, and provides anefficient, interactive and seamless approach for controlling a gameplay.

In one aspect, an embodiment of the present disclosure provides computerimplemented method for controlling a game play, the method comprising:

-   -   rendering a game view on a display of a computing device, the        game view comprising a first area and a second area;    -   displaying one or more first objects in the first area, the one        or more first objects configured to execute one or more actions        in the first area, the one or more actions being executed at a        first execution speed;    -   detecting a selection of a second object in the second area of        the display; and    -   changing an execution speed of the one or more actions being        executed by the one or more first objects in the first area to a        second execution speed while it is detected that the second        object is selected.

In another aspect, an embodiment of the present disclosure provides acomputing device for controlling game play, the computing devicecomprising:

-   -   a display; and    -   a processing unit comprising at least one processor, the at        least one processor being configured to:    -   render a game view on the display, the game view comprising a        first area and a second area;    -   detect a selection and a de-selection of a second object on the        display; and    -   display one or more first objects in the first area performing        one or more actions with an execution speed equal to a first        execution speed; and    -   wherein upon detection of the selection of the second object,        the at least one processor is configured to change the execution        speed of the one or more first objects to a second execution        speed.

Embodiments of the present disclosure substantially eliminate or atleast partially address the aforementioned problems in the prior art,and provides an efficient method of controlling a game play to providethe user ample time to strategize and arrive at a decision prior totaking an action in the game play.

Additional aspects, advantages, features and objects of the presentdisclosure would be made apparent from the drawings and the detaileddescription of the illustrative embodiments construed in conjunctionwith the appended claims that follow.

It will be appreciated that features of the present disclosure aresusceptible to being combined in various combinations without departingfrom the scope of the present disclosure as defined by the appendedclaims.

BRIEF DESCRIPTION OF THE DRAWINGS

The summary above, as well as the following detailed description ofillustrative embodiments, is better understood when read in conjunctionwith the appended drawings. For the purpose of illustrating the presentdisclosure, exemplary constructions of the disclosure are shown in thedrawings. However, the present disclosure is not limited to specificmethods and instrumentalities disclosed herein. Moreover, those in theart will understand that the drawings are not to scale. Whereverpossible, like elements have been indicated by identical numbers.

Embodiments of the present disclosure will now be described, by way ofexample only, with reference to the following diagrams wherein:

FIG. 1 is a schematic illustration of a block diagram of a computingdevice for controlling a game play, in accordance with an embodiment ofthe present disclosure;

FIG. 2 is a graphical representation of a game view as would be renderedon a graphical user interface associated with a display of the computingdevice, in accordance with an embodiment of the present disclosure;

FIG. 3 is a graphical representation of a game view around a home basearea in a first area as would be rendered on a graphical user interfaceassociated with the display of the computing device, in accordance withan embodiment of the present disclosure;

FIG. 4A is a graphical representation of an exemplary headquarter ofFIG. 3 depicted as a headquarter popup window as would be rendered on agraphical user interface associated with the display of the computingdevice, in accordance with an embodiment of the present disclosure;

FIG. 4B is a graphical representation of an exemplary lab of FIG. 3depicted as a lab popup window as would be rendered on a graphical userinterface associated with the display of the computing device, inaccordance with an embodiment of the present disclosure;

FIG. 4C is a graphical representation of an exemplary transportationunit of FIG. 3 depicted as a transportation unit popup window as wouldbe rendered on a graphical user interface associated with the display ofthe computing device, in accordance with an embodiment of the presentdisclosure;

FIGS. 5A-5B are graphical representations of game views comprising afirst area and a second area as would be rendered on a graphical userinterface associated with the display of the computing device, inaccordance with various embodiments of the present disclosure;

FIGS. 6A-6E are graphical representations depicting steps of selectionand release of second object in the game view as would be rendered on agraphical user interface associated with the display of the computingdevice, in accordance with various embodiments of the presentdisclosure;

FIGS. 7A-7G are graphical representations of steps of placing secondobjects in the third area in the game view as would be rendered on agraphical user interface associated with the display of the computingdevice, in accordance with various embodiments of the presentdisclosure; and

FIG. 8 is a flowchart depicting steps involved in a computer implementedmethod for controlling a game play, in accordance with an embodiment ofthe present disclosure.

In the accompanying drawings, an underlined number is employed torepresent an item over which the underlined number is positioned or anitem to which the underlined number is adjacent. A non-underlined numberrelates to an item identified by a line linking the non-underlinednumber to the item. When a number is non-underlined and accompanied byan associated arrow, the non-underlined number is used to identify ageneral item at which the arrow is pointing.

DETAILED DESCRIPTION OF EMBODIMENTS

The following detailed description illustrates embodiments of thepresent disclosure and ways in which they can be implemented. Althoughsome modes of carrying out the present disclosure have been disclosed,those skilled in the art would recognize that other embodiments forcarrying out or practicing the present disclosure are also possible.

In one aspect, an embodiment of the present disclosure provides computerimplemented method for controlling a game play, the method comprising:

-   -   rendering a game view on a display of a computing device, the        game view comprising a first area and a second area;    -   displaying one or more first objects in the first area, the one        or more first objects configured to execute one or more actions        in the first area, the one or more actions being executed at a        first execution speed;    -   detecting a selection of a second object in the second area of        the display; and    -   changing an execution speed of the one or more actions being        executed by the one or more first objects in the first area to a        second execution speed while it is detected that the second        object is selected.

In another aspect, an embodiment of the present disclosure provides acomputing device for controlling game play, the computing devicecomprising:

-   -   a display; and    -   a processing unit comprising at least one processor, the at        least one processor being configured to:    -   render a game view on the display, the game view comprising a        first area and a second area;    -   detect a selection and a de-selection of a second object on the        display; and    -   display one or more first objects in the first area performing        one or more actions with an execution speed equal to a first        execution speed; and    -   wherein upon detection of the selection of the second object,        the at least one processor is configured to change the execution        speed of the one or more first objects to a second execution        speed.

The present disclosure provides a computing device for controlling agame play. The computing device comprises a display and a processingunit comprising at least one processor. The processing unit is operableto execute a software product, which results in generating and renderinga graphical user interface on the display. In the present disclosure,the computing device, along with its processing unit, the softwareproduct and the graphical user interface, are implemented to execute thesaid method to control the game play. Examples of the computing deviceinclude, but are not limited to, mobile phones, smart telephones, MobileInternet Devices (MIDs), tablet computers, Ultra-Mobile PersonalComputers (UMPCs), phablet computers, Personal Digital Assistants(PDAs), web pads, Personal Computers (PCs), Handheld PCs, laptopcomputers, desktop computers, Network-Attached Storage (NAS) devices,large-sized touch screens with embedded PCs, and interactiveentertainment devices, such as game consoles, Television (TV) sets andSet-Top Boxes (STBs).

Throughout the present disclosure the term “processing unit” refers to acomputational element that is operable to respond to and processesinstructions that drive the system. Optionally, the at least oneprocessor includes, but is not limited to, a microprocessor, amicrocontroller, a complex instruction set computing (CISC)microprocessor, a reduced instruction set (RISC) microprocessor, a verylong instruction word (VLIW) microprocessor, or any other type ofprocessing circuit. Furthermore, the term “processor unit” may refer toone or more individual processors, processing devices and variouselements associated with a processing device that may be shared by otherprocessing devices. Additionally, the one or more individual processors,processing devices and elements are arranged in various architecturesfor responding to and processing the instructions that drive the system.

In the present examples, the game play can be one of an action game, arole-playing game (RPG), a strategy game, a shooting game, a racing gameand the like. For the purpose of the present disclosure, the game playis a strategy game. In an example, the game play is a war-based strategygame. It will be appreciated that such game play may include a game viewthat is rendered in the graphical user interface on the display. In anembodiment, the game play may incorporate multiple users (also referredto as “players” and the two terms have been interchangeably usedhereinafter), such that each user is provided with respective home basesin a game field. Each of the players can attack home bases of theopponent player(s) and vice-versa. Furthermore, the players can buildtheir own defendable areas which can be attacked by other players duringthe game play. Throughout the present disclosure the term “user” as usedherein relates to a person (i.e., human being) using the computingdevice to access the play and perform user specific actions in the gameplay.

The game view comprises a first area and a second area which arerendered on the display of the computing device. Notably, the processingunit is configured to render the game view with the first area and thesecond area. Throughout the present disclosure the term “first area” asused herein relates to portion of the game view displaying one or morefirst objects performing one or more actions in the first area. Thefirst area is the area having one or more first objects positionedtherein, and with the one or more first objects executing one or moreactions therein. Further, the first area is also utilized for placingsecond objects therein. In an example, the first area is a battle fieldhaving a number of enemy bases, enemy soldiers and the like performingactions such as defending the base. Further, the enemy bases can beattacked by the second objects that can be placed in the first area fromthe second area. Throughout the present disclosure, the term “secondarea” as used herein relates to a portion of the game view displaying anumber of second objects that can be placed in the first area by theuser as per discretion thereof. Notably, the second area displaysuser-selectable options that are can be selected by the user to performa specific task. Notably, the first area may be understood as an area inthe game view displaying the one or more first objects performing one ormore actions, whereas the second area may be understood as an area inthe game view displaying the second object as a user-selectable option.It will be appreciated that the first area and the second area aredisplayed at the same time to the user by splitting the game view intotwo areas, the first area and the second area.

Throughout the present disclosure the term “first objects” as usedherein relates to objects displayed in the first area configured toexecute the one or more actions. Normally, the one or more actions areexecuted with a first execution speed. Optionally, the one or more firstobjects comprise one or more of enemy troops, enemy weapons, enemy basesand enemy tools. In an example, the first objects can be characters oravatars in the first area executing one or more actions with the firstexecution speed. The first objects may include, but do not limit to, agraphical representation of a soldier, a troop of soldiers, weaponssystems such as tanks and other vehicles, or any other person or even ananimal or fictional character configured to execute one or more actionsin the first area. In another example, the first objects can bestationary objects positioned in the first area that serve as targetobjects in the game play. In such an example, the first objects mayinclude, but do not limit to, buildings, bases, military installations,walls, weapon systems, and mines. The first objects may possess variouscapabilities that allow the first objects to perform the one or moreactions that are used to accomplish a goal, such as defending against anattack. In an example, the first object is configured to execute the oneor more actions such as move from one location to the other, pick up andmove weapons from one location to another, fire weapons such as guns,throw weapons such as grenades, knives, and the like, drivetransportation units such as jeeps, tanks, choppers from one location tothe other. In further example, the first objects are able to attack onthe second objects and kill or destroy the second object. As usedherein, one or more actions can be tasks or activities that the firstobjects are configured to perform. Notably, the one or more actions ofthe one or more first objects in the first area are autonomouslycontrolled. Herein the term “autonomously controlled” may be understoodthat the one or more actions performed by the one or more first objectsare independent of user intervention. Optionally, the one or moreactions of the one or more first objects are controlled by theprocessing unit of the computing device.

Throughout the present disclosure the term “second object” as usedherein relates to an object displayed in the second area. Optionally,the second object is a resource configured to perform an operation onthe one or more first objects and comprise at least one of a soldier, atroop unit, a weapon system, a transport system, an aid, and a powerenhancement tool. Notably, the second object is a user-selectable optionthat is displayed in the second area. The second object may possessvarious capabilities, or a skill level to perform an operation on theone or more first objects. In an example, the second object is acharacter or avatar displayed in the second area which when selected bythe user and placed in the first area, performs an operation on the oneor more first objects. In an example, the second object is troop unithaving a number of soldiers, each of the soldiers having a gunconfigured to be fired at the one or more first objects in the firstarea in order to kill the enemy soldiers and destroy the enemy bases. Inanother example, the second object is a weapon system such a grenade ora bomb which is configured to destroy the enemy bases and enemy bases ina portion of the first area where the grenade or the bomb is aimed at.In yet another example, the second object is an airdrop having one ormore of medical aids, food packets, water bottles, and the like whichcan be provided to the soldiers fighting in the enemy base. It will beappreciated that the term “second object” may also include more than onesecond objects that are displayed in the second area, and thereforeshould not unduly limit the scope of the claims appended herein.

In an embodiment, the first area comprises a third area and a fourtharea. The selected second object is configured to be deployed from thesecond area to the third area, and the one or more first objects areconfigured to be positioned in the fourth area. The second area isutilized for displaying the second object for selection therefrom andthe third area is utilized for deploying the selected second object.Notably, the fourth area comprises the one or more first objectsperforming the one or more actions. In an example, the computerimplemented method comprises selecting the second object from the secondarea, and dragging the selected second object from the second area tothe third area where the second object is de-selected (i.e. released).The third area may be considered as a playing field for the user whereone or more user-selection actions are performed, while the fourth areais considered as an action field where one or more game actions such asan attack is performed. Notably, the second object may be released atany location in the third area depending upon a strategy formulated bythe user. It will be appreciated that when the second object is releasedin the third area, the second object is configured to autonomously movefrom the third area to a specific target in the fourth area with thefirst execution speed to perform an action thereupon. In one or moreembodiments, the second object is configured to be dragged to the fourtharea and released at a specific position in the fourth area dependingupon a strategy formulated by the user. For example, the second objectsuch as a grenade can be directly released over the first object such asan enemy base which is to be destroyed. In another example, the secondobject such as an airdrop can be directly released over the soldiers toprovide them with energy supplies, medical supplies and the like.

According to an embodiment, the first area further comprises a home basearea including a headquarter for managing the second object, a lab forupgrading one or more skills of the second object, and a transportationunit for moving the second object from the third area to the fourtharea. Optionally, the headquarter is a graphical representation of abuilding or an object for managing the second object. Notably, theheadquarter is configured to manage playing cards such as a soldierplaying card, a troop unit playing card, a weapon system playing card, atransport system playing card, an aid playing card, or a powerenhancement tool playing card that can be displayed in the second area.In some examples, the headquarter can also be utilized to upgrade one ormore skills of the second object playing card displayed in the secondarea. Optionally, the headquarter is configured to display a level ofthe skills possessed by each of the second objects. In one or moreexamples, the headquarter also displays a total number of awardscollected by the user as way of representing progress of a particularuser in the game play.

Optionally, the lab is a graphical representation of a building or anobject for upgrading one or more skills of the second object. Notably,each of the second objects possess a particular level of skills, and canbe upgraded to a higher level in the lab. In an example, a particularsecond object, such as a particular soldier possessing a gun firing 10rounds per minute can be upgraded to higher level gun possessing a gunfiring 20 rounds per minute. In another example, a particular secondobject is a weapon such as a grenade capable of destroying two blocks inthe fourth area can be upgraded to a higher level grenade capable ofdestroying four blocks in the fourth area.

Optionally, the transportation unit is a graphical representation of avehicle or an object for moving the second object from the third area tothe fourth area. In an example, the transportation unit can be a chopperwhich can be utilized for moving the second object from the third areato the fourth area. In another example, the transportation unit can betank which can be utilized for moving the second object from the thirdarea to the fourth area.

Additionally, the first area may also comprise one or more obstacles,such as walls, to restrict movement of the one or more first objects orsecond objects to specific areas within the game field. Optionally, thegame field comprises one or more elements, such as stars, healthpick-ups or ammunition pick-ups, to provide assistance to the userand/or increase a score associated with performance of the player.Moreover, the user interface may also present one or more indicators toprovide information to the player, such as information associated with ascore of the game or health of the second objects. In some examples, thegraphical objects are represented by different shapes and/or differentcolours. In other examples, the graphical objects are represented bydifferent symbols, for example, such as different alphabets. In someexamples, the user interface also comprises various signs, such as afirst sign displaying a name of the user, a second sign displaying anumber of second objects or playing cards available in the second area,a third sign displaying capabilities or skills of associated with aselected second object at a given instant of time, a fourth signdisplaying a number of energy refills units available for use, a fifthsign displaying a number of rewards collected by the second object, etc.

The present computer implemented method comprises detecting a selectionof the second object in the second area of the display. Notably, theprocessing unit is configured to detect a selection and a de-selectionof a second object by a pointer device on the display. In the game play,the user may select the second object to subsequently make the secondobject perform a certain operation on the one or more first objects,related to the game play. Further, the computer implemented methodcomprises detecting a de-selection or a release of the selected secondobject by the pointer device in the first area. Optionally, the secondobject is configured to be selected by contacting a pointer device onthe display at the second object in the second area and dragging thepointer device with the selected second object to the first area whilemaintaining the contact of the pointed device on the display with secondobject, and a de-selection of the second object comprises terminatingthe contact of the pointer device on the display with the second objectin the first area. In the present context, the selection of the secondobject comprises contacting the pointer device on the display at thesecond object in the second area and dragging the pointer device to thefirst area while maintaining the contact on the display with secondobject and the de-selection of the second object comprises terminatingthe contact of the pointer device on the display with the second objectin the first area.

For making the selection, a user of the computing device employs thepointer device, e.g., one or more of his/her fingers (or a stylus) andperforms touching operations at one or more locations in the graphicaluser interface as rendered on the display. Herein, the display is aninput-output device configured to detect an input corresponding toclicking, tapping and swiping movement of the pointer device overthereof. In one or more examples, the display is a multi-touch sensitivescreen, capable of sensing, touching or swiping operations performed atmultiple points on the screen simultaneously. Furthermore, instead ofusing fingers, the swiping operation can also be performed through amouse, by pointing and tapping the mouse initially at a point on thedisplay, dragging the pointer on the screen along the desired path,through the mouse, and finally releasing the mouse at the finalposition. Additionally, any other display sensitive device or an organ,e.g., a pen or any substantially pointed article, can be used as apointer device for performing the touching or the swiping operation onthe display.

For the purposes of the present disclosure, the display is atouch-sensitive display; however, it will be appreciated by a personskilled in the art that the disclosed embodiments can be implemented onother display types with suitable input devices without any limitations.Optionally, the touch-sensitive display is configured to sense apressure applied by the pointer device, including finger or any othertouch-sensitive object. In one example, the touch-sensitive display maybe a capacitive touch screen that is operable to sense changes incapacitance to detect touch thereon. In another example, thetouch-sensitive display may be a resistive touch screen that is operableto sense changes in resistance to detect touch thereon. In yet anotherexample, the touch-sensitive display is an optical touch screen that isoperable to sense changes in reflectivity to detect touch thereon.

Optionally, the computer implemented method further comprises renderinga start button on the display in response to deployment of the secondobject in the third area. Optionally, the computer implemented methodfurther comprises detecting a selection of the start button, and movingthe deployed second object from the third area to the fourth area withthe first execution speed in response to the selection of the startbutton. In an example, the start button is rendered on the display whenthe second object is deployed in the second area. Notably, the secondobject does not move from the position it is deployed in the third areauntil the start button is pressed by the user. Such a method ensuresthat the user has ample time to strategize about the game play anddecide as to which playing cards of the second object, he/she desires todeploy. Notably, the provision of the start button enables the user todeploy more than one second object in the third area before pressing thestart button. The implementation of the start button further allows theuser to retract second objects already deployed in the third area, anddeploy another second object as desired, as the game play is notimmediately commenced on deploying of the second object but on selectionof the start button. Such a provision enables the user to efficientlystrategize the game play before commencement of the game.

As aforementioned, the one or more first objects perform one or moreactions in the first area with the first execution speed. It will beappreciated that the second object when placed in the first area isconfigured to perform one or more operations or actions with the firstexecution speed. Throughout the present disclosure the term “executionspeed” as used herein refers to rate at which one or more first objectsare displayed in the first area. Notably, the execution speed of anobject corresponds to number of frames being displayed in a certain timefor that object on the display of the computing device. For the purposeof the present disclosure, the execution speed may be defined as thespeed of one or more actions of the first objects in the first area thatis autonomously controlled by the processing unit. Throughout thepresent disclosure the term “first execution speed” refers to the speedwith which the one or more first objects performing one or more actionsare rendered on the display, when a selection of second object is notdetected.

Optionally, the computer implemented method further comprisessynchronizing the one or more actions of the one or more first objectswith a first clock operating at a first speed corresponding to the firstexecution speed. In an example, the actions such as movement of soldiersfrom the third area to the fourth area, the firing of bullets by thesoldiers on the enemy bases, the throwing of grenades on the enemy basesand the like are rendered on the display with the first execution speed.

The computer implemented method comprises changing the execution speedof the one or more actions being executed by the one or more firstobjects in the first area to a second execution speed while it isdetected that the second object is selected. It will be appreciated thatthe execution speed of the one or more first objects in the first areais changed to the second execution speed for a duration of the selectionof the second object by the pointer device. Throughout the presentdisclosure the term “second execution speed” as used herein refers tothe speed with which the one or more first objects performing one ormore actions are rendered on the display, when a selection of secondobject is detected.

Optionally, the second execution speed is slower than the firstexecution speed. That is, the one or more actions performed by the firstobjects are slower when the selection of the second object is detectedas compared to when the selection of the second object is not detected.Optionally, the second execution speed is 2-10 times slower than thefirst execution speed. In an example, the first execution speed is xframes per second (fps), then the second execution speed may be fromx/2, x/3, x/4, x/5, x/6, x/7, or x/8 fps up to x/4, x/5, x/6, x/7, x/8,x/9 or x/10 fps.

Optionally, the computer implemented method further comprisessynchronizing the one or more actions of the one or more first objectswith a second clock operating at a second speed corresponding to thesecond execution speed for a duration of the selection of the secondobject by the pointer device. It will be appreciated that prior todetection of the selection of the second object, the first objects areconfigured to execute one or more actions with the first executionspeed, but when the selection of the second object is detected in thesecond area, the first objects are configured to slow down. Optionally,during the duration of selection of the second object, i.e. the durationin which the second object is selected and is dragged into the firstarea by the pointer device, the speed of one or more actions of the oneor more first objects is slowed down, say for example by a factor oftwo. In an example, when the second object, such as a soldier isselected in the second area and dragged into the third area to beprecisely placed in the third area, the one or more first objectsconfigured to execute one or more actions in the fourth area are sloweddown. In such an example, if a particular first object was to cover adistance of L in the game view as rendered on the display with the firstexecution speed, the particular object will cover a distance of L/2 inthe game view as rendered on the display with the second executionspeed. It is to be understood that when a particular second object isselected, the first execution speed of all the other objects includingthe first objects and the second object that are performing an action inthe fourth area and/or the third area is changed to the second executionspeed. It will be appreciated that such a method of slowing down of theone or more first objects in the fourth area facilitates userinteraction in the game play and enables the user to better strategizeduring the play as slowing down of the actions in the enemy area in thefourth area provides adequate time to the user to strategically deploythe second objects in the third area.

The computer implemented method further comprises changing the executionspeed of the one or more actions being executed by the one or more firstobjects in the first area to the first execution speed when it isdetected that the second object is no longer selected. Notably, themethod comprises changing the execution speed of the one or more firstobjects in the first area to the first execution speed in response tothe release of the selected second object in the first area. In anexample, when the second object, such as a soldier is released in thethird area, the execution speed of one or more first objects is changedback to the first execution speed. Optionally, the computer implementedmethod further comprises re-synchronizing the one or more actions of theone or more first objects with the first clock in response to detectingthe de-selection of the selected second object in the first area.

Optionally, the computer implemented method further comprises providinga control option on the display which when selected is configured todefine a ratio of the second execution speed to the first executionspeed. Notably, the user is prompted to define the ratio of the secondexecution speed to the first execution speed. The ratio of the secondexecution speed to the first execution speed defines a factor by whichthe first execution speed is slowed down to achieve the desiredexecution speed. In an example, the first execution speed is “x”, andthe ratio defined by the user is “½”, then the resultant secondexecution speed will be ½ times x. Herein, the second execution speedwill be slower than the first execution speed. In another example, thefirst execution speed is “y”, and the ratio defined by the user is “¼”,then the resultant second execution speed will be ¼ times x. Herein, thesecond execution speed will be slower than the first execution speed. Inan alternative embodiment, the first execution speed is “z”, and theratio defined by the user is “2”, then resultant second execution speedwill be 2 times x. Herein, the second execution speed will be fasterthan the first execution speed. Notably, the control option can bepresented on the display by any suitable manner known in the art. In anexample, the user is prompted to enter a numerical value to define theratio of the second execution speed to the first execution speed. Inanother example, the control option is presented on the display in theform of predefined ratios of the second execution speed to the firstexecution speed, and the user is prompted to select any one of theratios. In yet another example, the control option is presented on thedisplay in the form of slider control with a provision to swipe theslider to increase or decrease the ratio of the second execution speedto the first execution speed as desired by the user. It will beappreciated that the control option is provided to the user prior to thecommencement of the game. Further, the user is also allowed to increaseor decrease the ratio in between the gameplay, via a “pause” optionprovided in the game.

According to an embodiment, the computer implemented method furthercomprises connecting a plurality of computing devices to a server tofacilitate an online multiplayer gaming system. For this purpose, themethod comprises rendering the game view concurrently on the respectivedisplays of the plurality of computing devices. Notably, the graphicaluser interfaces are generated temporally concurrently on displays of theplurality of computing devices, to facilitate interactions of theplurality of users with the graphical user interfaces. The methodfurther comprises coordinating the one or more actions of the one ormore first objects in the game play on the plurality of computingdevices via the server. Beneficially, the graphical user interfacesgenerated on the plurality of computing devices are coordinated andsynchronized through the server, and changed on the plurality ofcomputing devices concurrently with time.

The term “server” as used herein relates to a structure and/or modulethat include programmable and/or non-programmable components configuredto store, process and/or share information. Optionally, the serverincludes any arrangement of physical or virtual computational entitiescapable of enhancing information to perform various computational tasks.Furthermore, it should be appreciated that the server may be both singlehardware server and/or plurality of hardware servers operating in aparallel or distributed architecture. In an example, the server mayinclude components such as memory, a processor, a network adapter andthe like, to store, process and/or share information with othercomputing components, such as user device/user equipment.

Further, herein, the communication network can be a collection ofindividual networks, interconnected with each other and functioning as asingle large network. Such individual networks may be wired, wireless,or a combination thereof. Examples of such individual networks include,but are not limited to, Local Area Networks (LANs), Wide Area Networks(WANs), Metropolitan Area Networks (MANs), Wireless LANs (WLANs),Wireless WANs (WWANs), Wireless MANs (WMANs), the Internet, secondgeneration (2G) telecommunication networks, third generation (3G)telecommunication networks, fourth generation (4G) telecommunicationnetworks, and Worldwide Interoperability for Microwave Access (WiMAX)networks. Additionally, or alternatively, the computing devices may usetheir own Bluetooth® network, and connect to a Bluetooth® server, tosynchronize with other electronic devices. The network environment maybe implemented in various ways, depending on various possible scenarios.In one example scenario, the network environment may be implemented byway of a spatially collocated arrangement of the server and thedatabase. In another example scenario, the network environment may beimplemented by way of a spatially distributed arrangement of the serverand the database coupled mutually in communication via the communicationnetwork. In yet another example scenario, the server and the databasemay be implemented via cloud computing services.

The computer implemented method further comprises re-changing theexecution speed of the one or more first objects in the game play oneach of the computing devices to the second execution speed upondetection of selection of the second object on any one of the computingdevices. In an example, the online multiplayer gaming system comprisesfour computing devices associated with respective four users namelyPlayer1, Player2, Player3 and Player4 engaged in a game play. Herein,the execution speed of the one or more first objects in each of the fourcomputing devices is changed to the second execution speed, when aselection of the second object is detected on any one of the fourcomputing devices. In other words, the execution speed of the one ormore first objects is changed to the second execution speed, when atleast one of the four players perform a selection of the second object.In such a case, the server sends a synchronization signal to each of theclocks associated with respective computing devices to change theexecution speed of the one or more first objects to the second executionspeed. Notably, the one or more actions of the first objects in each ofthe computing devices are slowed down, or the actions are performed in aslow motion.

The computer implemented method further comprises changing the executionspeed of the one or more first objects in the game play on each of thecomputing devices upon detection of absence of selection of the secondobject on each one of the computing devices. In an example (as above),the online multiplayer gaming system comprises four computing devicesassociated with respective four users namely Player1, Player2, Player3and Player4 engaged in a game play. Herein, the execution speed of theone or more first objects in each of the four computing devices ischanged to the first execution speed, when the absence of selection ofthe second object is detected on each of the four computing devices. Inother words, the execution speed of the one or more first objects ischanged to the first execution speed, when none of the players areperforming the selection operation of the second objects. In such acase, the server sends a synchronization signal to each of the clocksassociated with respective computing devices to change the executionspeed of the one or more first objects to the first execution speed.Notably, the one or more actions of the first objects in each of thecomputing devices are restored to a normal speed, when none of theplayers have selected the second object.

The present disclosure also relates to the method as described above.Various embodiments and variants disclosed above apply mutatis mutandisto the method.

Optionally, the at least one processor is further configured to changethe execution speed of the one or more first objects to the firstexecution speed, upon detecting a de-selection of the second object.

Optionally, the computing device further comprises a first clockconfigured to be operated at a first speed and a second clock configuredto be operated at a second speed. Herein, the first execution speed issynchronized with the first clock and the second execution speed issynchronized with the second clock.

Optionally, the second speed of the second clock is slower than thefirst speed of the first clock.

Optionally, the second speed of the second clock is 2-10 times slowerthan the first speed of the first clock.

Optionally, the display is a touch sensitive display configured todetect a contact of the pointer device thereon.

Optionally, the second object is configured to be selected when thepointer device is in contact with the display in the second area and thesecond object is configured to be dragged along the display to the firstarea while the contact is maintained. Herein, the second object isconfigured to be released when the contact with pointer device isterminated in the first area.

Optionally, the game play is a strategy-based game play.

Optionally, the first area comprises a third area and a fourth area.Herein, the second area is configured to display the second object forselection, the selected second object is configured to be deployed inthe third area upon detection of the de-selection of the selected secondobject, and the one or more first objects are configured to be presentedin the fourth area.

Optionally, the third area is a home base area comprising a headquarterto manage the second object, a lab to upgrade one or more skills of thesecond object, and a transportation unit to move the second object fromthe third area to the fourth area.

Optionally, the one or more first objects comprise one or more of enemytroops, enemy weapons, enemy bases and enemy tools, and wherein thesecond object is a resource for performing an operation on the one ormore first objects and comprise at least one of a soldier, a troop unit,a weapon system, a transport system, an aid, and a power enhancementtool.

Optionally, the at least one processor is further configured to render astart button on the display in response to detection of a deployment ofthe second object in the third area.

Optionally, the at least one processor is configured to detect aselection of the start button by the pointer device on the display andmove the deployed second object from the third area to the fourth areawith the first execution speed in response to the detection of theselection of the start button.

Optionally, the at least one processor is further configured to:

-   -   synchronize the one or more actions of the one or more first        objects with a first clock operating at a first speed        corresponding to the first execution speed;    -   synchronize the one or more actions of the one or more first        objects with a second clock operating at a second speed        corresponding to the second execution speed for a duration of        the detection of the selection of the second object; and    -   re-synchronize the one or more actions of the one or more first        objects with the first clock in response to the detection of the        de-selection of the selected second object in the first area.

Optionally, the at least one processor is further configured to providea control option on the display to define a ratio of the secondexecution speed to the first execution speed.

Optionally, the at least one processor is configured to autonomouslycontrol the one or more actions of the one or more first objects in thefirst area.

Optionally, a server is connected to a plurality of computing devices tofacilitate an online multiplayer gaming system, wherein the server isconfigured to:

-   -   render the game view concurrently on respective displays of the        plurality of computing devices;    -   coordinate the one or more actions of the one or more first        objects in the game play on the plurality of plurality of        computing devices via the server.

Optionally, the server is further configured to:

-   -   change the execution speed of the one or more first objects in        the game play on each of the plurality of computing devices to        the second execution speed upon detection of selection of the        second object on any one of the plurality of computing devices;        and    -   change the execution speed of the one or more first objects in        the game play on each of the plurality of computing devices upon        detection of an absence of the selection of the second object on        any one of the plurality of computing devices.

DETAILED DESCRIPTION OF THE DRAWINGS

Referring to FIG. 1, there is shown a schematic illustration of a blockdiagram of a computing device 100, in accordance with an embodiment ofthe present disclosure. As illustrated, the computing device 100comprises a display 102, a processing unit 104 and a communication bus106. The display 102 is communicatively coupled to the processing unit104 via the communication bus 106. As shown, the display 102 display 102provides a user interface for rendering graphical elements, objects,game view and so forth. Notably, the display 102 is touch sensitive toreceive a user-input from a pointer device (not shown). As shown, afirst area 110 and a second area 112 is displayed on the user interfaceof the computing device 100. The first area 110 displays one or morefirst objects 114 performing one or more actions. The second area 112 islocated under the first area 110 and is displayed on the computingdevice 100. The second area 112 displays second objects 116 positionedtherein. Herein, the pointer device is utilized by the user to selectthe second object 116 from the second area 112 and deploy the secondobject 116 in the first area 110.

Referring to FIG. 2, there is shown a graphical representation of a gameview 200 as would be rendered on a graphical user interface associatedwith a display (such as the display 102 of FIG. 1) of the computingdevice (such as the computing device 100 of FIG. 1), in accordance withan embodiment of the present disclosure. As illustrated, the game view200 comprises a first area 202 and a second area 204. The first area 202further comprises a third area 206 and a fourth area 208 partitioned byan obstacle. Herein the third area 206 and the fourth area 208 areseparated into two distinct areas by obstacles like a river 210, and abridge 212 is provided to connect the third area 206 and the second area208. Further, the fourth area 208 displays one or more first objects 214positioned in the fourth area 208 for defending an attack and performingone or more actions with a first execution speed. As shown, the secondarea 202 displays second objects 216. The third area 206 is a playingfield where the second object 216 is deployed. The second object 216 isselected from the second area 202 and dragged to be deployed in thethird area 206. Further, after the release of the second object 216 inthe third area 206, the second object 216 moves from the third area 206to the fourth area 208 via the bridge 212 with the first executionspeed.

Referring to FIG. 3, there is shown a graphical representation of a gameview of a home base area 300 in a first area (such as the first area 202of FIG. 1) as would be rendered on a graphical user interface associatedwith the display (such as the display 102 of FIG. 1) of the computingdevice (such as the computing device 100 of FIG. 1), in accordance withan embodiment of the present disclosure. As illustrated, the graphicaluser interface depicts the home base area 300 of a user wherein the gameview 300 comprises a headquarter 304 for managing a second object, a lab306 for upgrading one or more skills of the second object and atransportation unit 308 for moving the second object from the third areato the fourth area. The home base area 300 further comprises informationindicators such as a first indicator 310 for displaying a name and acurrent rank of the user in the game play, a second indicator 312 fordisplaying total number of awards collected, and a third indicator 314for displaying a total number of coins collected in the game play.Furthermore, a pointer device (not shown) can be utilized to select thegraphical representation for the headquarter 304, the lab 306 and thetransportation unit 308 to further depict characteristics andcapabilities by presenting a new popup window.

Referring to FIG. 4A, there is shown a graphical representation of anexemplary headquarter of FIG. 3 depicted as a headquarter popup window400A as would be rendered on a graphical user interface associated withthe display (such as the display 102 of FIG. 1) of the computing device(such as the computing device 100 of FIG. 1), in accordance with anembodiment of the present disclosure. As illustrated, the headquarterpopup window 400A comprises a plurality of indicators such as a firstindicator 402 depicting a current level of the supply box residinginside the headquarters, a second indicator 404 depicting defenceproduction parameter showing a current gold production rate and a thirdindicator 406 depicting gold storage parameter indicating a storagecapability of the gold storage in the headquarters. Furthermore, theheadquarter popup window 400A displays available playing cards 408 ofthe second object that can be managed by the user by selecting secondobjects to be displayed in the second area. The headquarter popup window400A also displays upcoming locked second objects that need to beunlocked in the subsequent levels as the game progresses.

Referring to FIG. 4B, there is shown a graphical representation of anexemplary lab of FIG. 3 depicted as a lab popup window 400B as would berendered on a graphical user interface associated with the display (suchas the display 102 of FIG. 1) of the computing device (such as thecomputing device 100 of FIG. 1), in accordance with an embodiment of thepresent disclosure. As illustrated, the lab popup window 400B display anumber of second objects 410, such as soldiers, troop units, weaponsystems, medical aids, tools and the like depicted as playing cards thatcan be upgraded to possess higher skills as the game progresses. Herein,each of the second object 410 depicted in the playing card possess aparticular level of skill set which can be upgraded as desired by theuser utilizing a number of awards collected by the user during the gameplay. Further, different categories of the second object are displayedon a menu 412. Herein, each category of the second objects 410 objectscan upgraded to a further level relative to present level, in the lab.These second objects 410 are found/unlocked by completing variousmissions and objectives and upgradation of the headquarters (such asobject 402). As shown, the unlocked playing cards are unavailable forselection as depicted through a locked sign 414 referring to theunavailability of the playing card selection.

Referring to FIG. 4C, there is shown graphical representation of anexemplary transportation unit of FIG. 3 depicted as a transportationunit popup window 400C as would be rendered on a graphical userinterface associated with the display (such as the display 102 ofFIG. 1) of the computing device (such as the computing device 100 ofFIG. 1), in accordance with an embodiment of the present disclosure. Asillustrated, transportation unit popup window 400C of the transportationunit displays a capacity of the transportation unit. Herein, thetransportation unit is a chopper which can be utilized to move secondobjects such as soldiers, provide airdrops such as medical kits, energysupplied in an enemy area (the fourth area) via aerial route. As shown,the transportation unit popup window 400C displays several indicatorsdepicting an attack capability parameter 416, airdrop capacity parameter418, and a defence capability parameter 420.

Referring to FIGS. 5A and 5B, there are shown graphical representationsof game views 500A and 500B comprising a first area (such as the firstarea 202 of FIG. 2) and a second area (such as the second area 204 ofFIG. 2) as would be rendered on a graphical user interface associatedwith the display (such as the display 102 of FIG. 1) of the computingdevice (such as the computing device 100 of FIG. 1), in accordance withvarious embodiments of the present disclosure. As illustrated, the gameviews 500A and 500B comprises the first area 502. The first area 502comprises a third area 506 (such as the third area 206 of FIG. 2) and afourth area 508 (such as the fourth area 208 of FIG. 2). The second area504 displays second objects 510 for selection by a user therefrom. Thefourth area 508 comprises one or more first objects 512.

As shown in FIG. 5A, the first object 512 performs one or more actionswith a first execution speed, when there is no selection of the secondobject 510 detected. The first object 512 (herein, a soldier) is movedfrom a first position “A” to a second position “B” in the fourth areacovering “L” distance on the display. Herein, the first object 512covers “L” distance in a duration of 1 second, when no selection ofsecond object 510 is detected. As shown in FIG. 5B, a pointer device 514selects the second object 510. In such a case, the first object 512performs one or more actions with a second execution speed. Herein, thesecond execution speed is half of the first execution speed andtherefore the first object 512 perform one or more actions with a slowerspeed. As shown, the first object 512 is moved from a first position “A”to a second position “B” in the fourth area covering “L/2” distance onthe display. Herein, the first object 512 covers “L/2” distance in aduration of 1 second, when selection of the second object 510 isdetected.

Referring to FIGS. 6A-6E, there are shown graphical representationsdepicting steps of selection and release of second object in the gameview 600A, 600B, 600C, 600D and 600E as would be rendered on a graphicaluser interface associated with the display (such as the display 102 ofFIG. 1) of the computing device (such as the computing device 100 ofFIG. 1), in accordance with various embodiments of the presentdisclosure. As shown, each of the game views 600A, 600B, 600C, 600D and600E comprise a second area 602 displaying second objects 604, a thirdarea 606 for deploying second objects 604, and a fourth area 608comprising one or more first objects 610. Further, there is shown apointer device 612 for performing user operation on the display.

As shown in FIG. 6A, there is no selection of second object 604, andtherefore the first object 610 performs one or more actions in thefourth area 608 with a first execution speed. Herein, the first object610 covers a distance “L” in a duration of 1 second. As shown in FIG.6B, the second object 604 is selected by the pointer device 612. Theexecution speed of the one or more actions of the first objects 610 ischanged to a second execution speed upon detection of selection of thesecond object 604 by the pointer device 612 and, therefore the firstobject 610 performs one or more actions in the fourth area 608 with thesecond execution speed. Herein, the second object 604 is selected for aduration of 1 second, during this 1 second, the first object 610 covers“L/2” distance in the fourth area 608 with the second execution speed.As shown in FIG. 6C, the second object 604 is dragged from the secondarea 602 to the third area 606 by the pointer device 612. Herein, thepointer device 612 can be freely dragged in the third area 606 whilemaintaining a contact with the second object 604 to precisely deploy thesecond object 604 at a desired position in the third area 606. Notably,while the contact of the pointer device 612 is maintained with thesecond object 604, the first objects 610 performs one or more actionswith the second execution speed. Herein, the dragging of the secondobject 604 requires 1 second, then the first object 610 covers “L/2”distance in the fourth area with the second execution speed. As shown inFIG. 6D, the second object 604 is released at a particular location “A”in the third area 606. Herein, the execution speed of the one or moreactions of the first objects 610 is changed to the first execution speedupon detection of release of the second object 604 by the pointer device612 in the third area 606 and, therefore the execution speed of thefirst objects 610 performing one or more actions in the fourth area 608is changed to the first execution speed. As shown in FIG. 6E, the secondobject 604 move from third area 606 to the fourth area 608 with thefirst execution speed de-selection of the second object 604 is detected.Herein, after the release of the second object 604, both the firstobject 610 and the second object 604 cover a distance “L” in 1 second.

Referring to FIGS. 7A-7G, there are shown graphical representations ofsteps of placing second objects in the third area (such as the thirdarea 206 of FIG. 2) in the game views 700A, 700B, 700C, 700D, 700E, 700Fand 700G as would be rendered on a graphical user interface associatedwith the display (such as the display 102 of FIG. 1) of the computingdevice (such as the computing device 100 of FIG. 1), in accordance withvarious embodiments of the present disclosure. As may be seen, each ofthe game views 700A, 700B, 700C, 700D, 700E, 700F and 700G comprises asecond area 702 displaying second objects 704 and 706, a third area 708for deploying second objects 704 and 706, and a fourth area 710comprising one or more first objects 712. Further, there is shown apointer device 714 for performing user operation on the display.

As shown in FIG. 7A, the second object 704 in the second area 702 isselected by the pointer device 714. As shown in FIG. 7B, the secondobject 704 is moved from the second area 702 to the third area 708 bydragging the pointer device 714 from the second area 702 to the thirdarea 708 while maintaining contact with the second object 704. As shownin FIG. 7C, the second object 704 is released in the third area 708 byterminating the contact between the second object 704 and the pointerdevice 714. Herein, a “START” button 716 is presented to the user inresponse to the deployment of the second object 704. Notably, the secondobject 704 does not move from the position of deployment until the“START” button 716 is pressed. Further, the second object 706 in thesecond area 702 is selected by the pointer device 714. As shown in FIG.7D, the second object 706 is moved from the second area 702 to the thirdarea 708 by dragging the pointer device 714 from the second area 702 tothe third area 708 while maintaining contact with the second object 704.As shown in FIG. 7E, the second object 706 is released in the third area708 by terminating the contact between the second object 706 and thepointer device 714. Herein the second object 706 is placed at adifferent position than the second object 704. Notably, the secondobjects 704 and 706 do not move until the “START” button 716 is pressed.As shown in FIG. 7F, the “START” button 716 is pressed by the pointerdevice 714. As shown in FIG. 7G, the second objects 704 and 706 movefrom the third area 708 to the fourth area 710 with the first executionspeed.

Referring to FIG. 8, there is shown a flowchart 800 depicting steps of acomputer implemented method for controlling a game play, in accordancewith an embodiment of the present disclosure. At step 802, a game viewcomprising a first area and a second area is rendered on a display of acomputing device. At step 804, one or more first objects in the firstarea, the one or more first objects configured to execute one or moreactions in the first area are displayed. Herein, the one or more actionsare executed at a first execution speed. At step 806, a selection of asecond object in the second area of the display is detected. At step808, the execution speed of the one or more actions being executed bythe one or more first objects in the first area is changed to a secondexecution speed while it is detected that the second object is selected.

The steps 802 to 808 are only illustrative and other alternatives canalso be provided where one or more steps are added, one or more stepsare removed, or one or more steps are provided in a different sequencewithout departing from the scope of the claims herein.

Modifications to embodiments of the present disclosure described in theforegoing are possible without departing from the scope of the presentdisclosure as defined by the accompanying claims. Expressions such as“including”, “comprising”, “incorporating”, “have”, “is” used todescribe and claim the present disclosure are intended to be construedin a non-exclusive manner, namely allowing for items, components orelements not explicitly described also to be present. Reference to thesingular is also to be construed to relate to the plural.

1. A computer implemented method for controlling a game play, the methodcomprising: rendering a game view on a display of a computing device,the game view comprising a first area and a second area; displaying oneor more first objects in the first area, the one or more first objectsconfigured to execute one or more actions in the first area, the one ormore actions being executed at a first execution speed; detecting aselection of a second object in the second area of the display; andchanging an execution speed of the one or more actions being executed bythe one or more first objects in the first area to a second executionspeed while it is detected that the second object is selected.
 2. Thecomputer implemented method according to claim 1, further comprisingchanging the execution speed of the one or more actions being executedby the one or more first objects in the first area to the firstexecution speed when it is detected that the second object is no longerselected.
 3. The computer implemented method according to claim 1,wherein the second execution speed is slower than the first executionspeed.
 4. The computer implemented method according to claim 1, whereinthe second execution speed is 2-10 times slower than the first executionspeed.
 5. The computer implemented method according to claim 1, whereinthe second object is configured to be selected by contacting a pointerdevice on the display at the second object in the second area anddragging the pointer device with the selected second object to the firstarea while maintaining the contact of the pointed device on the displaywith second object, and wherein a de-selection of the second objectcomprises terminating the contact of the pointer device on the displaywith the second object in the first area.
 6. The computer implementedmethod according to claim 1, wherein the game play is a strategy-basedgame play.
 7. The computer implemented method according claim 6, whereinthe first area comprises a third area and a fourth area, wherein theselected second object is configured to be deployed from the second areato the third area, and the one or more first objects are configured tobe positioned in the fourth area.
 8. The computer implemented methodaccording to claim 7, wherein the first area comprises a home base areaincluding a headquarter for managing the second object, a lab forupgrading one or more skills of the second object, and a transportationunit for moving the second object from the third area to the fourtharea.
 9. The computer implemented method according to claim 1, whereinthe one or more first objects comprise one or more of enemy troops,enemy weapons, enemy bases and enemy tools, and wherein the secondobject is a resource configured to perform an operation on the one ormore first objects and comprise at least one of a soldier, a troop unit,a weapon system, a transport system, an airdrop, and a power enhancementtool.
 10. The computer implemented method according to claim 7, furthercomprising deploying the second object in the fourth area.
 11. Thecomputer implemented method according to claim 7, further comprisingrendering a start button on the display in response to deployment of thesecond object in the third area.
 12. The computer implemented methodaccording to claim 11 further comprising: detecting a selection of thestart button; and moving the deployed second object from the third areato the fourth area with the first execution speed in response to theselection of the start button.
 13. The computer implemented methodaccording to claim 1, further comprising: synchronizing the one or moreactions of the one or more first objects with a first clock operating ata first speed corresponding to the first execution speed; synchronizingthe one or more actions of the one or more first objects with a secondclock operating at a second speed corresponding to the second executionspeed for a duration of the detected selection of the second object bythe pointer device; and re-synchronizing the one or more actions of theone or more first objects with the first clock in response to detectingthe de-selection of the selected second object.
 14. The computerimplemented method according to claim 1, further comprising providing acontrol option on the display that when selected is configured to definea ratio of the second execution speed to the first execution speed. 15.The computer implemented method according to claim 1, further comprisingautonomously controlling the one or more actions of the one or morefirst objects in the first area.
 16. The computer implemented methodaccording to claim 15 further comprising: connecting a plurality ofcomputing devices to a server to facilitate an online multiplayer gamingsystem; rendering the game view concurrently on respective displays ofthe plurality of computing devices; and coordinating the one or moreactions of the one or more first objects in the game play on theplurality of computing devices via the server.
 17. The computerimplemented method of claim 16 further comprising: changing theexecution speed of the one or more first objects in the game play oneach of the plurality of computing devices to the second execution speedupon detection of a selection of the second object on any one of theplurality of computing devices; and re-changing the execution speed ofthe one or more first objects in the game play to the first executionspeed on each of the plurality of computing devices upon detection ofthe de-selection of the second object.
 18. A computing device forcontrolling game play, the computing device comprising: a display; and aprocessing unit comprising at least one processor, the at least oneprocessor being configured to: render a game view on the display, thegame view comprising a first area and a second area; detect a selectionand a de-selection of a second object on the display; and display one ormore first objects in the first area performing one or more actions withan execution speed equal to a first execution speed; and wherein upondetection of the selection of the second object, the at least oneprocessor is configured to change the execution speed of the one or morefirst objects to a second execution speed
 19. The computing deviceaccording to claim 18, wherein the at least one processor is furtherconfigured, upon detecting a de-selection of the second object, the tochange the execution speed of the one or more first objects to the firstexecution speed.
 20. The computing device according to claim 18, furthercomprising a first clock configured to be operated at a first speed anda second clock configured to be operated at a second speed, wherein thefirst execution speed is synchronized with the first clock and thesecond execution speed is synchronized with the second clock.
 21. Thecomputing device according to claim 20, wherein the second speed of thesecond clock is slower than the first speed of the first clock.
 22. Thecomputing device according to claim 20, wherein the second speed of thesecond clock is 2-10 times slower than the first speed of the firstclock.
 23. The computing device according to claim 19, wherein thedisplay is a touch sensitive display configured to detect a contact ofthe pointer device thereon.
 24. The computing device according to claim19, wherein the second object is configured to be selected when thepointer device is in contact with the display in the second area and thesecond object is configured to be dragged along the display to the firstarea while the contact is maintained, and wherein the second object isconfigured to be released when the contact with pointer device isterminated in the first area.
 25. The computing device according toclaim 19, wherein the game play is a strategy-based game play.
 26. Thecomputing device according claim 25, wherein the first area comprises athird area and a fourth area, and wherein the second area is configuredto display the second object for selection, the selected second objectis configured to be deployed in the third area upon detection of thede-selection of the selected second object, and the one or more firstobjects are configured to be presented in the fourth area.
 27. Thecomputing device according to claim 26, wherein the third area is a homebase area comprising a headquarter to manage the second object, a lab toupgrade one or more skills of the second object, and a transportationunit to move the second object from the third area to the fourth area.28. The computing device according to claim 25, wherein the one or morefirst objects comprise one or more of enemy troops, enemy weapons, enemybases and enemy tools, and wherein the second object is a resource forperforming an operation on the one or more first objects and comprise atleast one of a soldier, a troop unit, a weapon system, a transportsystem, an aid, and a power enhancement tool.
 29. The computing deviceaccording to claim 26, wherein the at least one processor is furtherconfigured to render a start button on the display in response todetection of a deployment of the second object in the third area. 30.The computing device according to claim 29, wherein the at least oneprocessor is configured to detect a selection of the start button by thepointer device on the display and move the deployed second object fromthe third area to the fourth area with the first execution speed inresponse to the detection of the selection of the start button.
 31. Thecomputing device according to claim 19, wherein the at least oneprocessor is further configured to: synchronize the one or more actionsof the one or more first objects with a first clock operating at a firstspeed corresponding to the first execution speed; synchronize the one ormore actions of the one or more first objects with a second clockoperating at a second speed corresponding to the second execution speedfor a duration of the detection of the selection of the second object;and re-synchronize the one or more actions of the one or more firstobjects with the first clock in response to the detection of thede-selection of the selected second object in the first area.
 32. Thecomputing device according to claim 19, wherein the at least oneprocessor is further configured to provide a control option on thedisplay to define a ratio of the second execution speed to the firstexecution speed.
 33. The computing device according to claim 19, whereinthe at least one processor is configured to autonomously control the oneor more actions of the one or more first objects in the first area. 34.The computing device according to claim 19 further comprising a serverconnected to a plurality of computing devices to facilitate an onlinemultiplayer gaming system, wherein the server is configured to: renderthe game view concurrently on respective displays of the plurality ofcomputing devices; coordinate the one or more actions of the one or morefirst objects in the game play on the plurality of plurality ofcomputing devices via the server.
 35. The computing device of claim 34,wherein the server is further configured to: change the execution speedof the one or more first objects in the game play on each of theplurality of computing devices to the second execution speed upondetection of selection of the second object on any one of the pluralityof computing devices; and re-change the execution speed of the one ormore first objects in the game play on each of the plurality ofcomputing devices upon detection of an absence of the selection of thesecond object on any one of the plurality of computing devices.